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Showing content with the highest reputation on 02/04/20 in all areas
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So, a while back, I was a real dead ender. I'd pretty much thrown in the towel. Weighed 400 pounds. Rarely left the house. Was just a complete loser. I decided to do a few things. I've lost over a hundred pounds and kept my weight down. I decided that I needed to do something more for my community and entered an ELM program and became an RN. I just got my license at the end of December and sent out resumes a week ago. This morning, I got a phone call with a job offer. Luckily, my previous history of management really helped. What's best is that it's acute rehab. I literally got my first choice for a job offer. I might be a schmuck, but I interview well. I've only got a couple of years left for my MSN, and then I plan, if I have the stamina and smarts left, to get my DNP (I think that's probably more appropriate for my goals than a PhD). I know I'm just some random internet guy who apparently is off-putting to at least some of you glorious bastards, but I thought I'd share a milestone with you anyway. Huzzah!3 points
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I took Sunny to the vet today for bloodwork. So far she is responding well to the Denemarin. Her cortisol levels are high normal but improved from the diagnosis six months ago. As long as she keeps doing well on the med and I keep her diet strictly controlled (it already was) there is a good chance she can beat expectations and just keep going. I am very relieved. These two mutts mean a lot to me.3 points
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I can't stop watching this. The elephant is 61 years old and at a sanctuary in Thailand. He had been used for hard labor and is in poor health. He had trouble adapting to life in the sanctuary and the staff found music helps calm him. So one of the keepers plays for him.3 points
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I'm not sure if this is the right place to come with console bugs or if I go complain to Versus Evil but oh man this game is nearly unplayable, especially now that I'm hitting a bug where several saves for one character literally freeze up when loading, or load and take me to main menu saying there was a map error. This is utterly ridiculous. (if this is not the right place for this I apologize, literally just created account give minutes ago.2 points
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I love that it was made by Shadow Inc. who has ties to ACRONYM.2 points
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I love this. Thank you for bringing this to my attention. I think I needed that reminder that the world doesn't have to be all dark, all the time.2 points
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Thats not nice to call that all Canadians, I am sure some are black or asian2 points
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Follow-up tutorials: Adding New Icons, Adding Items to a Store, How to Upload Mods to the Steam Workshop. This is a text version of the video tutorial available here: In this tutorial, I'm going to show you how to create a simple data mod for Pillars of Eternity II: Deadfire. By creating your own game data bundle files, you can create new items, abilities, classes, and other content; modify existing content; and also modify how some parts of the game work, as I'm about to do. First, you need to create a folder to put your modified files in. Locate the Pillars of Eternity II: Deadfire folder. I've installed the game using Steam, so my game is in the steamapps folder. Inside the folder "PillarsOfEternityII_Data", create a folder called "override", if it doesn't exist already. This is where all your mods and mods you download from the internet will go. Inside the "override" folder, create a folder for your mod. Next, you need to provide some information about your mod. Inside your mod folder, create a file called "manifest.json". Open that file in a text editor, and type the following text into it. { "Title" : { "en" : "Per-Rest Resources" }, "Description" : { "en" : "Changes spells and class resources to reset on rest instead of after each encounter." }, "Author" : "BMac", "ModVersion": "1.0", "SupportedGameVersion" : { "Min" : "1.1.0", "Max" : "1.2.0" } } "Title" is the name of the mod. You can provide the text in multiple languages, each identified by its standard two-letter language code. In this example, I only provide English - "en". "Description" is a short, one-sentence description of the mod, and can also be provided in multiple languages. "Author" is the name or handle of the mod's creator. "ModVersion" is the version number of your mod. You should increase this each time you release a new version of your mod. "SupportedGameVersion" specifies the minimum and maximum versions of Pillars of Eternity II: Deadfire that your mod is known to be compatible with. The game will warn your users if they are using your mod with an incompatible version, but your mod will still load if it's enabled. Change the contents of this file to describe your mod, then save and close the file. You may also create a thumbnail image that will represent your mod in the Mod Manager UI. This image will go in your mod's folder. It needs to be named "thumb.png" and the dimensions should be 149x84. Now you're ready to actually modify the game's data. For this mod, I'm going to change spells and class resources from resetting after each encounter to resetting on rest. Let's take a look at the vanilla game data, the data the unmodified game uses. This data is located at "PillarsOfEternityII_Data/exported/design/gamedata". I happen to know that the data I want is in the "global" gamedata bundle. Open that file in a text editor. The file is hard to read because it isn't formatted. There are many tools available for formatting JSON data. I'm using Visual Studio Code, so I just need to press Shift+Alt+F to format this document and make it easier to read (note: you'll need to associate the .gamedatabundle extension with the JSON format. link). Now I'm going find the properties I want to edit. I'll just use my text editor's search function (Ctrl+F) and search for the text "spell". To learn what all of these properties do, refer to the Game Data Documentation. I found the data. It's on the object called "GlobalGameSettings", so that's the object I need to override in my mod. I won't be changing all the values on this object, but I'm going to copy the whole thing for now, starting from the curly brace "{" shown below, all the way to the matching closing curly brace. Create a new .gamedatabundle file in your mod directory. Enter the text shown, and paste the object you copied. { "GameDataObjects":[ (PASTE OBJECT HERE) ] } Now I'll remove the data I don't want to override. Note that I always need to leave the "$type" and "ID" properties of the object, and the "$type" property of any components I want to alter. That leaves me with this: { "GameDataObjects":[ { "$type": "Game.GameData.GlobalGameSettingsGameData, Assembly-CSharp", "ID": "eddfc852-ccb9-4884-b901-e77e8ca31b48", "Components": [ { "$type": "Game.GameData.CharacterStatsSettingsComponent, Assembly-CSharp", "PowerPoolUsageType": "PerEncounter" }, { "$type": "Game.GameData.SpellSettingsComponent, Assembly-CSharp", "SpellUsageType": "PerEncounter" } ] } ] } Now I'll change all spells and class power pools to reset on rest instead of after each encounter by changing "PowerPoolUsageType" and "SpellUsageType" from "PerEncounter" to "PerRest". { "GameDataObjects":[ { "$type": "Game.GameData.GlobalGameSettingsGameData, Assembly-CSharp", "ID": "eddfc852-ccb9-4884-b901-e77e8ca31b48", "Components": [ { "$type": "Game.GameData.CharacterStatsSettingsComponent, Assembly-CSharp", "PowerPoolUsageType": "PerRest" }, { "$type": "Game.GameData.SpellSettingsComponent, Assembly-CSharp", "SpellUsageType": "PerRest" } ] } ] } That's it. My mod is now ready to test.1 point
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Coming across multiple issues with the ps4 version. Combat UI is horrible to the point of nearly making the game unplayable with overlapping windows for the action bar and combat text. Movement becomes broken when switching to a custom formation and I can no longer move through narrower areas if my character is moved to the back. Load times are insane! Nearly a minute and a half to load an area that's one room and a single npc making quests or tasks where you need to move in and out of multiple areas repeatedly a chore. I could understand the time if you're loading a larger map for the first time but not consistently. I'm really enjoying the game but some of these issues are sucking the fun right out of it and I'm just curious as to whether or not we'll see fixes for these soon? Thanks in advance for any information. Edit: Also now experiencing multiple crashes at random points, lagging and freezing during combat, PC's being dragged around an entire map to attack enemies and the Take all command not working after ship combat.1 point
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Mod Name: The Funnening - Improved Monk https://www.nexusmods.com/pillarsofeternity2/mods/380 Quick Description (Not the Full Description of Abilities) (Full description is in the images on the mod page) The punch attack skills count as new "monk combo" attacks meaning that their recovery is 0. As always, I tried to add the most I could to the way the abilities warp and expand the style of play for the class, without removing the core ideas. Here I experimented a lot with sacrificing movement/time/attacking for bonuses, bonuses based on tranquility, pacifism including reflecting attacks, silencing attacks, and then....I just had to throw omnislash in there even though there's already Whispers in the Wind. Just couldn't help myself. 1 - Equanimity - Passive - -20% Hostile effect durations, -10% Beneficial effect durations 1 - Accumulate - spend a turn, +dmg bonus for 60s, at -1 accuracy to avoid exploitation. 1 - Kala - By attuning to the echo effects of time, the monk converts most of his damage into an amplified 12 second slashing damage effect. 2 - Amkala - 2x damage received, 100% of damage received is healed over 100s 2 - Aiki - Reflect all attacks for 1 second 2 - Taijitu - Deal damage based on wounds, clear all wounds. 2 - Expanse - passive - Max wounds 10-->20, and wounds are generated by receiving 10 damage. 3 - Stillness - passive - +1 all defenses per sec until next attack or movement, max 25 stacks 4 - Serenity - Passive - While not under duration-based beneficial or harmful effects, +10% miss to hit, graze to hit 4 - Ansara - Fullattack with 90% as magic damage in 1/3 burn, 1/3 shock, 1/3 freeze. • 10 point damage shield for 8s. 4 - Yuan-qi - Damage dealt converted to 10% bonus Deflection 5 - khanti - Vow - +5% attack speed per 3 seconds until you move 5 - Ahimsa - Vow - +5% damage per 3 seconds for 20s until you launch a new attack 5 - Tranquility - Passive - While not under duration-based beneficial or harmful effects, +10 Accuracy and +10% negate all attacks 5 - Shi Tai - passive - 2 sec after a hit by a spell or ability, -2s duration on all effects (only applies again if the 2sec is over) 6 - Eversion - Channel yourself, counterattack with ranged bouncing raw damage 6 - Alethic - passive - Attacks vs fortitude also target Reflex if lower 6 - Spear-hand Punch - You jab the target, interrupting their spell cast and preventing further spell casting. • +25 defense against spell attacks for 8 seconds 7 - Humble - Melee strike removes all foe's inspirations, makes them immune to inspirations for 30s. • +25 defense against affliction attacks for 8 seconds 7 - Go No Sen - modal - Pre-emptively counter-attack at the cost of 3 wounds 8 - Ingression - Channel yourself (stun), while channeling you reflect all hits 8 - Death and Rebirth - Rapid damage of amounts up to your maximum health (slash/burn vs. Fortitude), revive to full HP with all injuries, afflictions, and duration effects removed 9 - Transcendance - Become an unatargetable astral projection that permanently reduces opponenents' defenses when touched by your slow, non-damaging attack 9 - Omnislash - +900% attack speed for 6 seconds, untargetable, randomly attack an opponent every 2 seconds in addition to your weapon attacks1 point
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Thank you, thank you, thank you. That was it. She was really in there with the door looked. Who thinks of something like this? If you go there on business hours one would expect the door to be open when someone is in the office.1 point
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I played a dual hammer Barbarian during an Ultimate attempt. It's fun and effective and you should go for it. Nice thing about hammers: there are good unique ones and you can get the first one quite early in Defiance Bay. Later you want to use Godansthunyr because its stunning enchantment is great with Carnage. I had high MIG, maxed CON and low DEX and got good sturdyness from healing effects like Veteran's Recovery, Savage Defiance and Shod-in-Faith boots. You could also try an unarmed brawler Barb: Novice's Suffering works very well with a strong Barb. Basically you need the highest MIG to make the most of it. Can elaborate if that sounds interesting. What I also like is a Barb with Tall Grass (pike). You could see it as a lance that dwarves may use to hunt dragons. It's a very good Barb weapon as well. Pros are the reach (you can place the center of Carnage optimally in order to hit the most enemies at once) and the overbearing effect on critical (Carnage) hits.1 point
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This is the only thing that comes to mind: Pick the lock on Alvari's door. I'm not intimately familiar with VTC quest mechanics, but I do believe I have picked + opened that door just because I could and the guards didn't care. So, maybe Alvari is there. Also make sure it's business hours. If there are guards outside the VTC building entrance, it's not.1 point
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Just killed off the Ender Dragon in Minecraft. Pain in the tuckus. I thought that end poem was really sweet, but could it have been a *little* shorter? Good Lord! Don't know what else to do in the game that this point. The charm of Minecraft is that you can play it for a very short period of time without having to think much.1 point
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I am approaching 600 hours in this game but still have not finished it. I've tried many builds : Lore Master, Thaum, Inquisitor (honestly love this build), Geomancer, and a few others but this build…...this build right here is finally going to allow me to beat the game on POTD Solo. I waltzed into the Fampyr cave last night to get my Giftbearers cloth and utterly tanked and beat their asses to a pulp. I don't even perform Naval combat anymore, I simply board and beat them down.....I am the Captain now! Face tanked the dragon in the Watershapers guild hall (did it at 19 I think, may have been 20 so I might have been over leveled for this). Powerotti, thank you for sharing this. Completely unrelated but I really hope this amazing community does all the amazing things here for BG3 :-)1 point
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Right. Also because they regain resources easily (wounds) and have Whispers of the Wind and Resonant Touch which are very powerful damage tools and especially Whispers of the Wind (which makes you invisible and can synergize with the Stalking Cloak which stuns enemies from invisibility) is extremely helpful. Still works. BDD doesn't prevent you from being damaged (attack resolution still applies and normal damage still gets rolled). It prevents you from dying by not letting you drop below 1 HP after getting damaged. Mechanically that's a difference. You will use the Brilliant inspiration first. This will ensure that you will regain spell uses every few seconds. The interval of regaining spell uses is shorter than the duration of Salvation of Time. Thus you will cast Salvation of Time (once all buffs are up) and you will prolong every benefical effect for 10 seconds, including Brilliant. You keep on casting SoT over and over again until you feel you have enough duration - you can do that for hours and end with hours of duration.1 point
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Cool. Erm I mean it's not cool that it doesn't work - but it's nice that you tested it.1 point
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Ah, well then I should clarify how 4e worded powers and effect durations. D&D 4e pen and paper rule set clarifies the phases of a turn, which in truth have always existed in older editions but were rarely referenced specifically in spells or effects. A round is just a unit of time in which each creature in combat may experience a single turn. Each creature's actual turn consists of 3 phases: Start Phase, Action Phase, and End Phase. Normally, Start and End Phase are checked in case something affecting you interacts with your character during those phases, but most of the time at the start of combat there's nothing affecting you so you ignore them and take your actions during the Action Phase. Once buffs, debuffs, and conditions are deployed, their duration would specify whether an effect interacts with the Start and/or End of turn phases for either yourself or the target. Depending on the power or condition, both phases could be utilized (the Ongoing Damage status condition, for instance, always interacts with Start Phase, and is always saved against at the End Phase of the target's turn regardless of available actions). For the sake of everything working in a video game, this concept of start and end phases effectively exists for each turn in initiative. This is in order to make sure certain checks are made when they're supposed to be made. To give you an example for Deadfire, just now I started up a new game in Turn Based Mode as a Barbarian. I activated Frenzy before taking further actions. Frenzy will last 3 rounds thanks to having a high Intelligence score. I benefit from all the pleasures a Frenzy provides, including the Strength and Constitution buffs and an action speed modifier. At the end of my turn, initiative is calculated using the action speed modifier, but the duration of Frenzy is not checked until the START OF MY NEXT TURN, so it remains at 3 rounds. Next round, my turn comes up. At the start of that turn, the duration is reduced to 2. This continues at the start of each of my turns until the duration is reduced to 0 rounds and Frenzy ends (the 0 round counts as the final duration for the buff and the buff terminates at the end of my turn). If I choose to renew Frenzy before the duration ends, the duration does not stack and the new Frenzy will override the existing duration. As you can see, Deadfire is quite generous in how it calculates when the buff should end. In the scenario you've listed, where a deflection buff would only last 1 round, that deflection will benefit you for your turn and your following turn. This does not make it useless or wasted, because the purpose of such a short buff is to disengage, dodge a big attack, or reposition with impunity. The Rogue's Escape ability comes to mind.1 point
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Do1000c is only great if you combine it with Antipathetic Field in my opinion. Because every tick(!) of the beam (which is not echo but a shred spell unlike Ectypsychic Echo) procs Do1000c. But then it's really great. Only problem is that you need a second enemy somewhere behind the target to connect the beam to. Advantage of Do1000c over Disintegrate: Disintegrate can be really lame on eemies with very high RES. If you only graze (quite common againt fat bosses with high fortitude) and the RES is high the damage will be rather laughable. Do1000c can be prolonged endlessly with Antipathetic Field if enemies' reflex isn't too stellar (which it usually isn't with high-RES and high-HP bosses). Shred spells that only hit once like Mind Lance are a waste of focus for this I think. Mind Blades can work well if there are not too many enemies left and you can't place a Antipathetic Field well enough. I never tested if Recall Agony would proc Do1000c with every weapopn hit the enemy receives (since it adds additional shred damage then). I guess not, but maybe worth a try. Last time I tried Disintegrate or Soul Ignition it only triggers Do1000c with the initial hit roll, not the raw dmg ticks (no hit rolls). Anyway I think Driving Echoes and Shared Nightmare (works with all AoEs - weapons' AoEs included) are the best PL9 abilites of a cipher and I would prefer them over Do1000c.1 point
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Well, small update incase anyone else decides to take a crack at this problem. For world map encounters, level and NPC type can be edited by editing encounter entries of the worldmap. I think this largely covers encounters with a default small map to which a set number of enemies are loaded. I haven't tried it, though, but it seems simple enough. For set encounters: As noted elsewhere, the levelxy files contain most areas. They do not correspond to area numbers, e.g. AR_0610_slums is not in level610, it is in level38. Some of them appear to be menus and things. It seems like it might be possible to modify creature spawn locations by use of Asset Studio to export the scene hierarchy for an area. This will export the locations of encounters (and creatures) as part of the scene as a .fbx file, which can be imported e.g. into blender. This allows you to see, and modify the location of various creatures an spawns. How one might alter which creature is which, I have no idea as yet. My attempts to decipher the monobehaviors associated with the levelxy files have not, as yet, been successful. I suspect they somehow attribute creatures to these locations. I am also not entirely sure how to cram the .fbx scenes back into the levelxy files.1 point
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I really hate that. Pallegina in my playthrough is a Kind Wayfarer. I did what I thought was best for her and for the Dyrwood. I imported my save, and guess what, she is a disgraced soldier, she's sad and even angrier, like if I never cared for her in Pillars 1... So, if I want to Pallegina be happy in the Deadfire, I need to strenghten Dyrwood souls ( Make an pact with a god I personally dislike) JUST because they decide to desconsider my choice? Why bring a companion back in this way? Desconsidering options they give to players? What about the whole "Choice and Consequence" thing? Forcing me to make choices like that was not what I expected from obsidian, really sad...1 point
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False Idol — Why the Christian Right Worships Donald Trump Conservative pastor: Jesus would have 'beat the crap' out of John Bolton we read stuff like the 'bove and lament how the religious right indulges the perfidy and mendacity o' not only the current wh administration but o' too many o' their so-called religious leaders. the thing is, 40% o' the country reads such stories and nods head sadly at how Gromnir just doesn't get it. am s'posing if the zealotry were limited to religion, we could be more understanding. the folks who helped make abortion a wedge issue in the late 70s and early 80s is honest believers with a certainty they are complicit in the deaths o' thousands if they do not fight for the lives o' the unborn. say what you will, but such folks honest believe if they do not fight with every tool available to them 'gainst wholesale murder o' those most helpless, they will be damned along with all those more intimate and direct involved in abortion. criticize the belief if you will, but recognize the sincerity and the intentions. as impossible as it may be to communicate with the religious zealots (some, not all,) we at least respect their motivations and their beliefs... up until the point where their actions do actual harm to others more than bruised egos and hurt feelings, we kinda/sorta sympathize. am just not able to understand how those same folks who on their knees may literal weep in prayer for the unborn, the impoverished and any in pain are able to look past trump's obvious mercenary motives and his methods which are so antithetical to any kinda christian teaching. regardless, the rolling stone article led us to trump's campaign liaison for christian policy, frank amedia. "touch the ant." HA! Good Fun!1 point
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FIXED! The console commands worked. Thanks a bunch, I really appreciate it.1 point
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I have finished White March Part 1 Expansion of Pillars of Eternity yesterday. I like the surrounding areas more than in vanilla game. I have some weakness for winter themes probably Anyway, I loved it a lot, but somehow, I have been overrun by some monsters There is still one Dragon, which needs to be slain in one cave, but I decided to wait a little bit before fighting him. First encounter ended very quickly, because I was not rested and one his breath attack killed off few of my party members1 point
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Alright on a side note, you said your player character so I assumed you meant your Watcher and not a hireling, but just in case I got it wrong and it's a mercenary having this problem you need to swap Player_ with Companion_P_ for it to work.1 point
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Auditioning for Led Zeppelin? You come from the land of ice and snow? (The immigrant song being inspired by Led Zeppelin playing Majesty's Northern Expansion - as is well known)1 point
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In fairness, that's a mistake TONS of people make. It's almost as common as the capital of New York State mistake. On the other hand, if you're the president, you should probably know these things.1 point
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I really liked it, despite the constant downloads between locations. But the constant crashes at the moment do not allow me to enjoy this masterpiece. Firstly, occasionally a game crashes just like that. But it’s not so scary. The first serious crash I encountered in the location of Engwithan Digsite (Island Maje) namely in Ruin Interior. When entering the location you need to kill several skeletons. But when you enter the battle, the game constantly crashes when you switch to another character. (I play turnbased). But this is a shallow location and I decided to skip it (although I do not like to do this). But exactly the same crashes began in Fort Deadlight, and again when entering the battle. And this is a whole location and quests. And what has finished me off is a desert location where you can get behind the drake. And the same thing. I just can't play. Please correct this error or write that it is impossible so that I can return the money from Sony. This is the text that i wrote to support. I have same problem Movin Shadow. And also in turned base mode. Try to start new game in real time mode. It helped me. It still have some crashes but not so serious. But i still want to play in turn based mode so please repair it!1 point
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Yeah, console has always saved the day for me in these situations. Resting has worked too, I just didn't want to rest. This sequence of commands should do it: iroll20s (to enable cheats) RemoveStatusEffect Player_YOURCHARACTERSNAME Flanked_SE_Armor RemoveStatusEffect Player_YOURCHARACTERSNAME Flanked_SE_Deflection1 point
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Wasteland 1 remaster is set for February 25. https://www.gog.com/game/wasteland_remastered Between Wasteland 1, Wasteland 3, and Trails of Cold Steel 3 my spring is looking real busy.1 point
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same for ps4, enchanting and change cannon or we on ship 95% result in a blue screen. I played poe 1 recently and its not bugged as this mess i had to re-do 2 char one 10 the other 18 h cuz of ''can't load for prevent file dmg'' on 6 different saves, now don't even save more eithermanually or autosave lost hours and cant progress. A real shame1 point
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Your first screenshoting post? Welcome to the screenshot family. It is a bit like the hotel California. You are welcome here, but once you are in, you are in for life.1 point
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Watched Parasite at the movies with a group of five, we all absolutely loved it. As usual with Joon-ho Bong, it's an expertly crafted, fascinating and unpredictable blend of genres that results in a film with appeal both to arthouse enthusiasts and mainstream viewers alike, with a clear sociopolitical backbone throughout. It's his High and Low, an utter masterpiece. Much like @Hurlshot, it's my turn to stan this movie and tell everyone to go see it right away!1 point
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Just another day in Mordheim: The Mordheim Inquisition were scattered across the ruins, making them easy targets for Daemons and Undead. They fought back bravely. And luckily the Undead cared not what they attacked, though the Daemonette made short work of the zombie. In the end, of the three fighters who had to be carried back to camp, one made a full recovery, while the other two would not fight for the warband again, their injuries too debilitating: (one armed archer?) And while all that was happening, the leader was gathering shiny green rocks:1 point
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i made a little house for the stray kitten in my yard. just a cardboard box with a plastic bag to keep it dry and a piece of an old blanket but she seems quite happy with it. she wont come out for any reason except food1 point
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I wish there were a better way to display buffs and debuffs during combat. They too easily stack up to the point where you can't see all of them, the UI blocks them or they're simply off the screen, see screenshot. Now here I could go into the character screen to see them all, but that doesn't work when you're trying to inspect an enemy. There are plenty of times where I can't tell if an enemy is debuffed and if so for how long so I can plan my next attack. Maybe let us "freeze" the UI so that the stat window stays up and we can scroll through it. And then there's the fact that many enemy effects don't have any description. What exactly is Apex Predator on the Porokoa? Who knows. During the battle, which you only fight once, you have no idea what it or its other abilities do. And even afterwards in the bestiary, you can look it up and see a list of its abilities but you can't hover over them or right click to get more information so even in your next playthrough you don't know any more. Maybe I'm beating a dead horse here, but why is "Weakness: Electricity" listed as a "Weakness" while "Weakness: Frost" is listed as an "Ability", is there a difference, if so what? Which is more important to interrupt, Imperious Roar or Ancient Bellow? RPGs like POE are games of information and planning not reflexes like a shooter, withholding information from the player seems counter to that. Also it would be nice if we could see enemy stats before entering combat, make it easier to plan our attack, who's strong, who's weak, what to, etc. If it's too much visual clutter to have it always up, put it on a modifier key, hold shift to see stats or something. This at least seems like a fairly easy thing to do, while admittedly revamping the UI is a more serious endeavour. I do think it would be worthwhile however.1 point